--//=============================================================================

Control = Object:Inherit{
  classname       = 'control',
  padding         = {5, 5, 5, 5},
  borderThickness = 1.5,
  borderColor     = {1.0, 1.0, 1.0, 0.6},
  borderColor2    = {0.0, 0.0, 0.0, 0.8},
  backgroundColor = {0.8, 0.8, 1.0, 0.4},
  focusColor      = {0.2, 0.2, 1.0, 0.6},

  autosize        = false,
  savespace       = true, --// iff autosize==true, it shrinks the control to the minimum needed space, if disabled autosize _normally_ only enlarges the control
  resizeGripSize  = {11, 11},
  dragGripSize    = {10, 10},

  dragUseGrip      = false,
  draggable        = false,
  resizable        = false,
  tweakDragUseGrip = false,
  tweakDraggable   = false,
  tweakResizable   = false,

  minWidth        = 10,
  minHeight       = 10,
  maxWidth        = 1e9,
  maxHeight       = 1e9,

  fixedRatio      = false,
  tooltip         = nil, --// JUST TEXT

  font = {
    font          = "FreeSansBold.otf",
    size          = 14,
    shadow        = false,
    outline       = false,
    outlineWidth  = 3,
    outlineWeight = 3,
    color         = {1,1,1,1},
    outlineColor  = {0,0,0,1},
    autoOutlineColor = true,
  },

  state = {
    focused  = false,
    hovered  = false,
    checked  = false,
    selected = false, --FIXME implement
    pressed  = false,
    enabled  = true, --FIXME implement
  },

  skin            = nil,
  skinName        = nil,

  drawcontrolv2 = nil, --// disable backward support with old DrawControl gl state (with 2.1 self.xy translation isn't needed anymore)

  OnResize        = {},
}

local this = Control
local inherited = this.inherited

--//=============================================================================

function Control:New(obj)
  --// backward compability
  BackwardCompa(obj)

  if obj.DrawControl then
    obj._hasCustomDrawControl = true
  end

  --// load the skin for this control
  obj.classname = self.classname
  theme.LoadThemeDefaults(obj)
  SkinHandler.LoadSkin(obj, self)

  --// we want to initialize the children ourself (see downwards)
  local cn = obj.children
  obj.children = nil

  obj = inherited.New(self,obj)

  if obj._hasCustomDrawControl then
    if not obj.drawcontrolv2 then
	local w = obj._widget or {whInfo = { name = "unknown" } }
	local fmtStr = [[You are using a custom %s::DrawControl in widget "%s".
	Please note that with Chili 2.1 the (self.x, self.y) translation is moved a level up and does not need to be done in DrawControl anymore.
	When you adjusted your code set `drawcontrolv2 = true` in the respective control to disable this message.]]
	Spring.Log("Chili", "warning", fmtStr:format(obj.name, w.whInfo.name))
    else
	obj._hasCustomDrawControl = false
    end
  end

  local p = obj.padding
  if (obj.clientWidth) then
    obj.width = obj.clientWidth + p[1] + p[3]
  end
  if (obj.clientHeight) then
    obj.height = obj.clientHeight + p[2] + p[4]
  end

  --// create font
  obj.font = Font:New(obj.font)
  obj.font:SetParent(obj)

  obj:DetectRelativeBounds()
  obj:AlignControl()

  --// add children after UpdateClientArea! (so relative width/height can be applied correctly)
  if (cn) then
    for i=1,#cn do
      obj:AddChild(cn[i], true)
    end
  end

  return obj
end


function Control:Dispose(...)
  gl.DeleteList(self._all_dlist)
  self._all_dlist = nil

  gl.DeleteList(self._children_dlist)
  self._children_dlist = nil

  gl.DeleteList(self._own_dlist)
  self._own_dlist = nil

  gl.DeleteTexture(self._tex_all)
  self._tex_all = nil
  gl.DeleteTexture(self._tex_children)
  self._tex_children = nil

  if gl.DeleteFBO then
	gl.DeleteRBO(self._stencil_all)
	self._stencil_all = nil
	gl.DeleteRBO(self._stencil_children)
	self._stencil_children = nil
	gl.DeleteFBO(self._fbo_all)
	self._fbo_all = nil
	gl.DeleteFBO(self._fbo_children)
	self._fbo_children = nil
  end

  inherited.Dispose(self,...)
  self.font:SetParent()
end

--//=============================================================================

function Control:SetParent(obj)
  inherited.SetParent(self,obj)
  self:RequestRealign()
end

function Control:AddChild(obj, dontUpdate)
  inherited.AddChild(self,obj)
  if (not dontUpdate) then
    self:RequestRealign()
  end
end

function Control:RemoveChild(obj)
  local found  = inherited.RemoveChild(self,obj)
  if (found) then
    self:RequestRealign()
  end
  return found
end

--//=============================================================================

function Control:_GetMaxChildConstraints(child)
  return 0, 0, self.clientWidth, self.clientHeight
end


function Control:DetectRelativeBounds()
  --// we need min 2 x-dim coords to define a rect!
  local numconstraints = 0
  if (self.x) then
    numconstraints = numconstraints + 1
  end
  if (self.right) then
    numconstraints = numconstraints + 1
  end
  if (self.width) then
    numconstraints = numconstraints + 1
  end
  if (numconstraints<2) then
    if (numconstraints==0) then
      self.x = 0
      self.width = self.defaultWidth or 0
    else
      if (self.width) then
        self.x = 0
      else
        self.width = self.defaultWidth or 0
      end
    end
  end

  --// we need min 2 y-dim coords to define a rect!
  numconstraints = 0
  if (self.y) then
    numconstraints = numconstraints + 1
  end
  if (self.bottom) then
    numconstraints = numconstraints + 1
  end
  if (self.height) then
    numconstraints = numconstraints + 1
  end
  if (numconstraints<2) then
    if (numconstraints==0) then
      self.y = 0
      self.height = self.defaultHeight or 0
    else
      if (self.height) then
        self.y = 0
      else
        self.height = self.defaultHeight or 0
      end
    end
  end

  --// check which constraints are relative
  self._givenBounds  = {
    left   = self.x,
    top    = self.y,
    width  = self.width,
    height = self.height,
    right  = self.right,
    bottom = self.bottom,
  }
  local rb = {
    left   = IsRelativeCoord(self.x) and self.x,
    top    = IsRelativeCoord(self.y) and self.y,
    width  = IsRelativeCoord(self.width) and self.width,
    height = IsRelativeCoord(self.height) and self.height,
    right  = self.right,
    bottom = self.bottom,
  }
  self._relativeBounds = rb
  self._isRelative = (rb.left or rb.top or rb.width or rb.height or rb.right or rb.bottom)and(true)

  --// initialize relative constraints with 0
  self.x = ((not rb.left) and self.x) or 0
  self.y = ((not rb.top)  and self.y) or 0
  self.width  = ((not rb.width) and self.width) or 0
  self.height = ((not rb.height) and self.height) or 0
  --self.right  = (type(self.right)=='number')and(self.right>0)and(self.right) or 0
  --self.bottom = (type(self.bottom)=='number')and(self.bottom>0)and(self.bottom) or 0
end


function Control:GetRelativeBox(savespace)
  local t = {self.x, self.y, self.width, self.height}
  if (savespace) then
    t = {0,0,self.minWidth,self.minHeight}
  end

  if (not self._isRelative) then
    return t
  end

  local p = self.parent
  if (not p) then
    return t
  end

  --// FIXME use pl & pt too!!!
  local pl,pt,pw,ph = p:_GetMaxChildConstraints(self)

  local givBounds = self._givenBounds
  local relBounds = self._relativeBounds
  local left   = self.x
  local top    = self.y
  local width  = (savespace and self.minWidth) or self.width
  local height = (savespace and self.minHeight) or self.height

  --// ProcessRelativeCoord is defined in util.lua
  if (relBounds.left) then
    left = ProcessRelativeCoord(relBounds.left, pw)
  end
  if (relBounds.top) then
    top = ProcessRelativeCoord(relBounds.top, ph)
  end
  if (relBounds.width) then
    width = ProcessRelativeCoord(relBounds.width, pw)
  end
  if (relBounds.height) then
    height = ProcessRelativeCoord(relBounds.height, ph)
  end

  if (relBounds.right) then
    if (not givBounds.left) then
      left = pw - width - ProcessRelativeCoord(relBounds.right, pw)
    else
      width = pw - left - ProcessRelativeCoord(relBounds.right, pw)
    end
  end
  if (relBounds.bottom) then
    if (not givBounds.top) then
      top = ph - height - ProcessRelativeCoord(relBounds.bottom, ph)
    else
      height = ph - top - ProcessRelativeCoord(relBounds.bottom, ph)
    end
  end

  return {left, top, width, height}
end


--//=============================================================================

function Control:UpdateClientArea(dontRedraw)
  local padding = self.padding

  self.clientWidth  = self.width  - padding[1] - padding[3]
  self.clientHeight = self.height - padding[2] - padding[4]

  self.clientArea = {
    padding[1],
    padding[2],
    self.clientWidth,
    self.clientHeight
  }

  if (self.parent)and(self.parent:InheritsFrom('control')) then
    --FIXME sometimes this makes self:RequestRealign() redundant! try to reduce the Align() calls somehow
    self.parent:RequestRealign()
  end
  if (self.width ~= self._oldwidth_uca)or(self.height ~= self._oldheight_uca) then
    self:RequestRealign()
    self._oldwidth_uca  = self.width
    self._oldheight_uca = self.height
  end

  if not dontRedraw then self:Invalidate() end --FIXME only when RTT!
  self:CallListeners(self.OnResize) --FIXME more arguments and filter unchanged resizes
end


function Control:AlignControl()
  local newBox = self:GetRelativeBox()
  self:_UpdateConstraints(newBox[1], newBox[2], newBox[3], newBox[4])
end


function Control:RequestRealign(savespace)
  if (not self._inRealign) then
    self._realignRequested = true
    self.__savespace = savespace
    self:RequestUpdate()
  end
end


function Control:DisableRealign()
  self._realignDisabled = (self._realignDisabled or 0) + 1
end


function Control:EnableRealign()
  self._realignDisabled = ((self._realignDisabled or 0)>1 and self._realignDisabled - 1) or nil
  if (self._realignRequested) then
    self:Realign()
    self._realignRequested = nil
  end
end


function Control:Realign(savespace)
  if (not self._realignDisabled) then
    if (not self._inRealign) then
      self._savespace = savespace or self.savespace
      self._inRealign = true
      self:AlignControl() --FIXME still needed?
      local childrenAligned = self:UpdateLayout()
      self._realignRequested = nil
      if (not childrenAligned) then
        self:RealignChildren()
      end
      self._inRealign = nil
      self._savespace = nil
    end
  else
    self:RequestRealign(savespace)
  end
end


function Control:UpdateLayout()
  if (self.autosize) then
    self:RealignChildren(true)

    local neededWidth, neededHeight = self:GetChildrenMinimumExtents()

    local relativeBox = self:GetRelativeBox(self._savespace or self.savespace)
    neededWidth  = math.max(relativeBox[3], neededWidth)
    neededHeight = math.max(relativeBox[4], neededHeight)

    neededWidth  = neededWidth  - self.padding[1] - self.padding[3]
    neededHeight = neededHeight - self.padding[2] - self.padding[4]

    if (self.debug) then
      local cminextW, cminextH = self:GetChildrenMinimumExtents()
      Spring.Echo("Control:UpdateLayout", self.name,
		      "GetChildrenMinimumExtents", cminextW, cminextH,
		      "GetRelativeBox", relativeBox[3], relativeBox[4],
		      "savespace", self._savespace)
    end

    self:Resize(neededWidth, neededHeight, true, true)
    self:RealignChildren()
    self:AlignControl() --FIXME done twice!!! (1st in Realign)
    return true
  end
end


function Control:RealignChildren(savespace)
  self:CallChildren("Realign", savespace)
end

--//=============================================================================

function Control:SetPos(x, y, w, h, clientArea, dontUpdateRelative)
  local changed = false
  local redraw  = false

  --//FIXME add an API for relative constraints changes
  if (x)and(type(x) == "number") then
    if (self.x ~= x) then
      self.x = x
      changed = true
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.left ~= x) then
        self._relativeBounds.left = false
        self._givenBounds.left = x
        self._relativeBounds.right = false
        self._givenBounds.right = false
        changed = true
      end
    end
  end

  if (y)and(type(y) == "number") then
    if (self.y ~= y) then
      self.y = y
      changed = true
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.top ~= y) then
        self._relativeBounds.top = false
        self._givenBounds.top = y
        self._relativeBounds.bottom = false
        self._givenBounds.bottom = false
        changed = true
      end
    end
  end


  if (w)and(type(w) == "number") then
    w = (clientArea)and(w+self.padding[1]+self.padding[3]) or (w)
    w = math.max( w, self.minWidth )
    w = math.min( w, self.maxWidth )
    if (self.width ~= w) then
      self.width = w
      changed = true
      redraw  = true
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.width ~= w) then
        self._relativeBounds.width = IsRelativeCoord(w) and w
        self._givenBounds.width = w
        changed = true
	redraw  = true
      end
    end
  end

  if (h)and(type(h) == "number") then
    h = (clientArea)and(h+self.padding[2]+self.padding[4]) or (h)
    h = math.max( h, self.minHeight )
    h = math.min( h, self.maxHeight )
    if (self.height ~= h) then
      self.height = h
      changed = true
      redraw  = true
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.height ~= h) then
        self._relativeBounds.height = IsRelativeCoord(h) and h
        self._givenBounds.height = h
        changed = true
	redraw  = true
      end
    end
  end

  if (changed)or(not self.clientArea) then
    self:UpdateClientArea(not redraw)
  end
end


function Control:SetPosRelative(x, y, w, h, clientArea, dontUpdateRelative)
  local changed = false
  local redraw  = false

  --//FIXME add an API for relative constraints changes
  if x then
    if (not IsRelativeCoord(x)) then
      if (self.x ~= x) then
        self.x = x
        changed = true
      end
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.left ~= x) then
        self._relativeBounds.left = IsRelativeCoord(x) and x
        self._givenBounds.left = x
        changed = true
      end
    end
  end

  if y then
    if (not IsRelativeCoord(y)) then
      if (self.y ~= y) then
        self.y = y
        changed = true
      end
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.top ~= y) then
        self._relativeBounds.top = IsRelativeCoord(y) and y
        self._givenBounds.top = y
        changed = true
      end
    end
  end


  if w then
    if (not IsRelativeCoord(w)) then
      w = (clientArea)and(w+self.padding[1]+self.padding[3]) or (w)
      w = math.max( w, self.minWidth )
      w = math.min( w, self.maxWidth )
      if (self.width ~= w) then
        self.width = w
        changed = true
	redraw  = true
      end
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.width ~= w) then
        self._relativeBounds.width = IsRelativeCoord(w) and w
        self._givenBounds.width = w
        changed = true
	redraw  = true
      end
    end
  end

  if h then
    if (not IsRelativeCoord(h)) then
      h = (clientArea)and(h+self.padding[2]+self.padding[4]) or (h)
      h = math.max( h, self.minHeight )
      h = math.min( h, self.maxHeight )
      if (self.height ~= h) then
        self.height = h
        changed = true
	redraw  = true
      end
    end
    if (not dontUpdateRelative) then
      if (self._relativeBounds.height ~= h) then
        self._relativeBounds.height = IsRelativeCoord(h) and h
        self._givenBounds.height = h
        changed = true
	redraw  = true
      end
    end
  end

  if (changed)or(not self.clientArea) then
    self:UpdateClientArea(not redraw)
  end
end

function Control:Resize(w, h, clientArea, dontUpdateRelative)
  self:SetPosRelative(nil, nil, w, h, clientArea, dontUpdateRelative)
end


function Control:_UpdateConstraints(x, y, w, h)
  --// internal used
  self:SetPos(x, y, w, h, false, true)
end


--//=============================================================================

function Control:GetMinimumExtents()
  local maxRight, maxBottom = 0,0
  if (self.autosize) then
    --// FIXME handle me correctly!!! (:= do the parent offset)
    maxRight, maxBottom = self:GetChildrenMinimumExtents()
  end

  if (not self._isRelative) then
    local right  = self.x + self.width
    local bottom = self.y + self.height

    maxRight  = math.max(maxRight,  right)
    maxBottom = math.max(maxBottom, bottom)
  else
    local cgb = self._givenBounds
    local crb = self._relativeBounds

    local left, width, right = 0,0,0
    if (not crb.width) then if (self.autosize) then width = self.width or 0 else width = cgb.width or 0 end end
    if (not crb.left)  then left  = cgb.left or 0 end
    if (not IsRelativeCoord(crb.right)) then right = crb.right or 0 end
    local totalWidth = left + width + right

    local top, height, bottom = 0,0,0
    if (not crb.height) then height = cgb.height or 0 end
    if (not crb.top)    then top    = cgb.top    or 0 end
    if (not IsRelativeCoord(crb.bottom)) then bottomt = crb.bottom or 0 end
    local totalHeight = top + height + bottom

--[[
    if (crb.width) then width = cgb.width or 0 end
    if (crb.left)  then left  = cgb.left or 0 end
    if (IsRelativeCoord(cgb.right)) then right = cgb.right or 0 end

    ...
--]]

    totalWidth  = math.max(totalWidth,  self.minWidth)
    totalHeight = math.max(totalHeight, self.minHeight)

    totalWidth  = math.min(totalWidth,  self.maxWidth)
    totalHeight = math.min(totalHeight, self.maxHeight)

    maxRight  = math.max(maxRight,  totalWidth)
    maxBottom = math.max(maxBottom, totalHeight)
  end

  return maxRight, maxBottom
end


function Control:GetChildrenMinimumExtents()
  local minWidth  = 0
  local minHeight = 0

  local cn = self.children
  for i=1,#cn do
    local c = cn[i]
    if (c.GetMinimumExtents) then
      local width, height = c:GetMinimumExtents()
      minWidth  = math.max(minWidth,  width)
      minHeight = math.max(minHeight, height)
    end
  end

  if (minWidth + minHeight > 0) then
    local padding = self.padding
    minWidth  = minWidth + padding[1] + padding[3]
    minHeight = minHeight + padding[2] + padding[4]
  end

  return minWidth, minHeight
end



function Control:GetCurrentExtents()
  local minLeft, minTop, maxRight, maxBottom = self:GetChildrenCurrentExtents()

  local left = self.x
  local top  = self.y
  local right  = self.x + self.width
  local bottom = self.y + self.height

  if (left   < minLeft)   then minLeft   = left end
  if (top    < minTop )   then minTop    = top end

  if (right  > maxRight)  then maxRight  = right end
  if (bottom > maxBottom) then maxBottom = bottom end

  return minLeft, minTop, maxRight, maxBottom
end


function Control:GetChildrenCurrentExtents()
  local minLeft   = 0
  local minTop    = 0
  local maxRight  = 0
  local maxBottom = 0

  local cn = self.children
  for i=1,#cn do
    local c = cn[i]
    if (c.GetCurrentExtents) then
      local left, top, right, bottom = c:GetCurrentExtents()
      minLeft   = math.min(minLeft,   left)
      minTop    = math.min(minTop,    top)
      maxRight  = math.max(maxRight,  right)
      maxBottom = math.max(maxBottom, bottom)
    end
  end

  return minLeft, minTop, maxRight, maxBottom
end

--//=============================================================================

function Control:StartResizing(x,y)
  --//FIXME the x,y aren't needed check how drag is handled!
  self.resizing = {
    mouse = {x, y},
    size  = {self.width, self.height},
    pos   = {self.x, self.y},
  }
end


function Control:StopResizing(x,y)
  self.resizing = false
end


function Control:StartDragging(x,y)
  self.dragging = true
end


function Control:StopDragging(x,y)
  self.dragging = false
end

--//=============================================================================

function Control:LocalToClient(x,y)
  local ca = self.clientArea
  return x - ca[1], y - ca[2]
end


function Control:ClientToLocal(x,y)
  local ca = self.clientArea
  return x + ca[1], y + ca[2]
end


function Control:ParentToClient(x,y)
  local ca = self.clientArea
  return x - self.x - ca[1], y - self.y - ca[2]
end


function Control:ClientToParent(x,y)
  local ca = self.clientArea
  return x + self.x + ca[1], y + self.y + ca[2]
end


function Control:InClientArea(x,y)
  local clientArea = self.clientArea
  return x>=clientArea[1]               and y>=clientArea[2] and
         x<=clientArea[1]+clientArea[3] and y<=clientArea[2]+clientArea[4]
end

--//=============================================================================

function Control:Invalidate()
	self._needRedraw = true
	self._needRedrawSelf = nil
	self:RequestUpdate()
end

function Control:InvalidateSelf()
	self._needRedraw = true
	self._needRedrawSelf = true
	self:RequestUpdate()
end

--//=============================================================================

function Control:InstantUpdate()
	if self:IsInView() then
		if self._needRedraw then
			self:Update()
		else
			self._in_update = true
			self:_UpdateChildrenDList()
			self:_UpdateAllDList()
			self._in_update = false
		end
	end
end


function Control:Update()
	if self._realignRequested then
		self:Realign(self.__savespace)
		self._realignRequested = false
	end

	if self._needRedraw then
		if self:IsInView() then
			self._in_update = true
			self:_UpdateOwnDList()
			if not self._needRedrawSelf then self:_UpdateChildrenDList() end
			self:_UpdateAllDList()
			self._in_update = false

			self._needRedraw = false
			self._needRedrawSelf = false
			self._redrawSelfCounter = (self._redrawSelfCounter or 0) + 1
		end
	end
end


--//=============================================================================

function Control:_CheckIfRTTisAppreciated()
	if self._cantUseRTT then
		return false
	end

	if self:InheritsFrom("window") then
		if self._usingRTT then
			return (((self._redrawSelfCounter or 1) / (self._redrawCounter or 1)) < 0.2)
		else
			return (((self._redrawSelfCounter or 1) / (self._redrawCounter or 1)) < 0.1)
		end
	else
		if (self._redrawCounter or 0) > 300 then
			return (((self._redrawSelfCounter or 1) / (self._redrawCounter or 1)) < 0.03)
		end
	end
end


function Control:_UpdateOwnDList()
	if not self.parent then return end
	if not self:IsInView() then return end

	self:CallChildren('_UpdateOwnDList')

	gl.DeleteList(self._own_dlist)
	--self._own_dlist = nil
	--self._own_dlist = gl.CreateList(self.DrawControl, self)
end


function Control:_UpdateChildrenDList()
	if not self.parent then return end
	if not self:IsInView() then return end

	if self:InheritsFrom("scrollpanel") and not self._cantUseRTT then
		local contentX,contentY,contentWidth,contentHeight = unpack4(self.contentArea)
		self:CreateViewTexture("children", contentWidth, contentHeight, self.DrawChildrenForList, self, true)
	end
end


function Control:_UpdateAllDList()
	if not self.parent then return end
	if not self:IsInView() then return end

	local RTT = self:_CheckIfRTTisAppreciated()

	if RTT then
		self._usingRTT = true
		self:CreateViewTexture("all", self.width, self.height, self.DrawForList, self)
	else
		local suffix_name = "all"
		local texname = "_tex_" .. suffix_name
		local texStencilName = "_stencil_" .. suffix_name
		local fboName = "_fbo_" .. suffix_name
		local texw = "_texw_" .. suffix_name
		local texh = "_texh_" .. suffix_name
		gl.DeleteFBO(self[fboName])
		gl.DeleteTexture(self[texname])
		gl.DeleteRBO(self[texStencilName])
		self[texStencilName] = nil
		self[texname] = nil
		self[fboName] = nil
		self[texw] = nil
		self[texh] = nil
		self._usingRTT = false
	end

	--gl.DeleteList(self._all_dlist)
	--self._all_dlist = gl.CreateList(self.DrawForList,self)

	if (self.parent)and(not self.parent._needRedraw)and(self.parent._UpdateAllDList) then
		TaskHandler.RequestInstantUpdate(self.parent)
	end
end



function Control:_SetupRTT(fnc, self_, drawInContentRect, ...)
	gl.Clear(GL.COLOR_BUFFER_BIT, 0,0,0,1)
	gl.Clear(GL.STENCIL_BUFFER_BIT, 0)

	--// no need to push/pop cause gl.ActiveFBO already does so
	gl.MatrixMode(GL.MODELVIEW)
	gl.Translate(-1,1,0)
	if not drawInContentRect then
		gl.Scale(2/self.width, -2/self.height, 1)
		gl.Translate(-self.x, -self.y, 0)
	else
		local clientX,clientY,clientWidth,clientHeight = unpack4(self.clientArea)
		local contentX,contentY,contentWidth,contentHeight = unpack4(self.contentArea)
		gl.Scale(2/contentWidth, -2/contentHeight, 1)
		gl.Translate(-(clientX - self.scrollPosX), -(clientY - self.scrollPosY), 0)
	end

	gl.Color(1,1,1,1)
	gl.AlphaTest(false)
	gl.StencilTest(true)
	gl.StencilFunc(GL.EQUAL, 0, 0xFF)
	gl.StencilOp(GL_KEEP, GL_KEEP, GL_KEEP)

	gl.BlendFuncSeparate(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA, GL.ZERO, GL.ONE_MINUS_SRC_ALPHA)
		fnc(self_, ...)

-- 		--//Render a red quad to indicate that RTT is used for the respective control
-- 		gl.Color(1,0,0,0.5)
-- 		if not drawInContentRect then
-- 			gl.Rect(self.x,self.y,self.x+50,self.y+50)
-- 		else
-- 			gl.Rect(0,0,50,50)
-- 		end
-- 		gl.Color(1,1,1,1)

	gl.Blending("reset")

	gl.StencilTest(false)
end


function Control:CreateViewTexture(suffix_name, width, height, fnc, ...)
	if not gl.CreateFBO or not gl.BlendFuncSeparate then
		self._cantUseRTT = true
		self._usingRTT = false
		return
	end

	local texname = "_tex_" .. suffix_name
	local texw = "_texw_" .. suffix_name
	local texh = "_texh_" .. suffix_name
	local texStencilName = "_stencil_" .. suffix_name
	local fboName = "_fbo_" .. suffix_name

	local fbo = self[fboName] or gl.CreateFBO()
	local texColor = self[texname]
	local texStencil = self[texStencilName]

	if (width ~= self[texw])or(height ~= self[texh]) then
		self[texw] = width
		self[texh] = height
		fbo.color0  = nil
		fbo.stencil = nil
		gl.DeleteTexture(texColor)
		gl.DeleteRBO(texStencil)

		texColor = gl.CreateTexture(width, height, {
			min_filter = GL.NEAREST,
			mag_filter = GL.NEAREST,
			wrap_s     = GL.CLAMP,
			wrap_t     = GL.CLAMP,
			border     = false,
		})
		texStencil = gl.CreateRBO(width, height, {
			format = GL_DEPTH24_STENCIL8,
		})

		fbo.color0  = texColor
		fbo.stencil = texStencil
	end

	if  (not (fbo and texColor and texStencil))or(not gl.IsValidFBO(fbo)) then
		gl.DeleteFBO(fbo)
		gl.DeleteTexture(texColor)
		gl.DeleteRBO(texStencil)
		self[texw] = nil
		self[texh] = nil
		self[texStencilName] = nil
		self[texname] = nil
		self[fboName] = nil
		self._cantUseRTT = true
		self._usingRTT = false
		return
	end

	EnterRTT()
	self._inrtt = true
	gl.ActiveFBO(fbo, true, Control._SetupRTT, self, fnc, ...)
	self._inrtt = false
	LeaveRTT()

	self[texname] = texColor
	self[texStencilName] = texStencil
	self[fboName] = fbo
end

--//=============================================================================


function Control:_DrawInClientArea(fnc,...)
	local clientX,clientY,clientWidth,clientHeight = unpack4(self.clientArea)

	gl.PushMatrix()
	gl.Translate(clientX, clientY, 0)

	local sx,sy = self:LocalToScreen(clientX,clientY)
	sy = select(2,gl.GetViewSizes()) - (sy + clientHeight)
	PushLimitRenderRegion(self, sx, sy, clientWidth, clientHeight)

	fnc(...)

	PopLimitRenderRegion(self, sx, sy, clientWidth, clientHeight)
	gl.PopMatrix()
end


function Control:IsInView()
	if UnlinkSafe(self.parent) then
		return self.parent:IsRectInView(self.x, self.y, self.width, self.height)
	end
	return false
end


function Control:IsChildInView(child)
	return self:IsRectInView(child.x, child.y, child.width, child.height)
end


function Control:IsRectInView(x,y,w,h)
	if (not self.parent) then
		return false
	end

	local rect1 = {x,y,w,h}
	local rect2 = {0,0,self.clientArea[3],self.clientArea[4]}
	local inview = AreRectsOverlapping(rect1,rect2)

	if not(inview) then
		return false
	end

	local px,py = self:ClientToParent(x,y)
	return (self.parent):IsRectInView(px,py,w,h)
end


function Control:_DrawChildrenInClientArea(event)
	self:_DrawInClientArea(self.CallChildrenInverseCheckFunc, self, self.IsChildInView, event or 'Draw')
end


function Control:_DrawChildrenInClientAreaWithoutViewCheck(event)
	self:_DrawInClientArea(self.CallChildrenInverse, self, event or 'Draw')
end


--//=============================================================================

--//FIXME move resize and drag to Window class!!!!
function Control:DrawBackground()
	--// gets overriden by the skin/theme
end

function Control:DrawDragGrip()
	--// gets overriden by the skin/theme
end

function Control:DrawResizeGrip()
	--// gets overriden by the skin/theme
end

function Control:DrawBorder()
	--// gets overriden by the skin/theme ??????
end


function Control:DrawGrips() -- FIXME this thing is a hack, fix it - todo ideally make grips appear only when mouse hovering over it
	local drawResizeGrip = self.resizable
	local drawDragGrip   = self.draggable and self.dragUseGrip
	--[[if IsTweakMode() then
	drawResizeGrip = drawResizeGrip or self.tweakResizable
	drawDragGrip   = (self.tweakDraggable and self.tweakDragUseGrip)
	end--]]

	if drawResizeGrip then
		self:DrawResizeGrip()
	end
	if drawDragGrip then
		self:DrawDragGrip()
	end
end


function Control:DrawControl()
	self:DrawBackground()
	self:DrawBorder()
end


function Control:DrawForList()
	self._redrawCounter = (self._redrawCounter or 0) + 1
	if (not self._in_update and not self._usingRTT and self:_CheckIfRTTisAppreciated()) then self:InvalidateSelf() end

	if (self._tex_all and not self._inrtt) then
		gl.PushMatrix()
		gl.Translate(self.x, self.y, 0)
			gl.BlendFuncSeparate(GL.ONE, GL.SRC_ALPHA, GL.ZERO, GL.SRC_ALPHA)
			gl.Color(1,1,1,1)
			gl.Texture(0, self._tex_all)
			gl.TexRect(0, 0, self.width, self.height)
			gl.Texture(0, false)
			gl.BlendFuncSeparate(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA, GL.ZERO, GL.ONE_MINUS_SRC_ALPHA)
		gl.PopMatrix()
		return
	elseif (self._all_dlist) then
		gl.PushMatrix()
		gl.Translate(self.x, self.y, 0)
			gl.CallList(self._all_dlist);
		gl.PopMatrix()
		return
	end

	gl.PushMatrix()
	gl.Translate(self.x, self.y, 0)

	if (self._own_dlist) then
		gl.CallList(self._own_dlist)
	else
		if self._hasCustomDrawControl then
			gl.Translate(-self.x, -self.y, 0)
			self:DrawControl()
			gl.Translate(self.x, self.y, 0)
		else
			self:DrawControl()
		end
	end

	if (self._tex_children) then
		gl.BlendFuncSeparate(GL.ONE, GL.SRC_ALPHA, GL.ZERO, GL.SRC_ALPHA)
		gl.Color(1,1,1,1)
		gl.Texture(0, self._tex_children)
		local contX,contY,contWidth,contHeight = unpack4(self.contentArea)
		local clientX,clientY,clientWidth,clientHeight = unpack4(self.clientArea)
		local x = clientX
		local y = clientY
		local s = self.scrollPosX / contWidth
		local t = 1 - self.scrollPosY / contHeight
		local u = s + clientWidth / contWidth
		local v = t - clientHeight / contHeight
		gl.TexRect(x, y, x + clientWidth, y + clientHeight, s, t, u, v)
		gl.Texture(0, false)
		gl.BlendFuncSeparate(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA, GL.ZERO, GL.ONE_MINUS_SRC_ALPHA)
	elseif (self._children_dlist) then
		self:_DrawInClientArea(gl.CallList, self._children_dlist)
	else
		self:DrawChildrenForList()
	end

	if (self.DrawControlPostChildren) then
		self:DrawControlPostChildren()
	end

	self:DrawGrips()
	gl.PopMatrix()
end


function Control:Draw()
	self._redrawCounter = (self._redrawCounter or 0) + 1
	if (not self._in_update and not self._usingRTT and self:_CheckIfRTTisAppreciated()) then self:InvalidateSelf() end

	if (self._tex_all) then
		gl.PushMatrix()
		gl.Translate(self.x, self.y, 0)
			gl.BlendFunc(GL.ONE, GL.SRC_ALPHA)
			gl.Color(1,1,1,1)
			gl.Texture(0, self._tex_all)
			gl.TexRect(0, 0, self.width, self.height)
			gl.Texture(0, false)
			gl.Blending("reset")
		gl.PopMatrix()
		return
	elseif (self._all_dlist) then
		gl.PushMatrix()
		gl.Translate(self.x, self.y, 0)
			gl.CallList(self._all_dlist);
		gl.PopMatrix()
		return
	end

	gl.PushMatrix()
	gl.Translate(self.x, self.y, 0)

	if (self._own_dlist) then
		gl.CallList(self._own_dlist)
	else
		if self._hasCustomDrawControl then
			gl.Translate(-self.x, -self.y, 0)
			self:DrawControl()
			gl.Translate(self.x, self.y, 0)
		else
			self:DrawControl()
		end
	end

	if (self._children_dlist) then
		self:_DrawInClientArea(gl.CallList, self._children_dlist)
	else
		self:DrawChildren();
	end

	if (self.DrawControlPostChildren) then
		self:DrawControlPostChildren();
	end

	self:DrawGrips();
	gl.PopMatrix()
end


function Control:TweakDraw()
	if (next(self.children)) then
		self:_DrawChildrenInClientArea('TweakDraw')
	end
end


function Control:DrawChildren()
	if (next(self.children)) then
		self:_DrawChildrenInClientArea('Draw')
	end
end


function Control:DrawChildrenForList()
	if (next(self.children)) then
		self:_DrawChildrenInClientAreaWithoutViewCheck('DrawForList')
	end
end

--//=============================================================================

local function InLocalRect(cx,cy,w,h)
  return (cx>=0)and(cy>=0)and(cx<=w)and(cy<=h)
end


function Control:HitTest(x,y)
  if (not self.disableChildrenHitTest) then
    if self:InClientArea(x,y) then
      local cax,cay = self:LocalToClient(x,y)
      local children = self.children
      for i=1,#children do
        local c = children[i]
        if (c) then
          local cx,cy = c:ParentToLocal(cax,cay)
          if InLocalRect(cx,cy,c.width,c.height) then
            local obj = c:HitTest(cx,cy)
            if (obj) then
              return obj
            end
          end
        end
      end
    end
  end

  if (self.NCHitTest) then
    local nchit = self:NCHitTest(x,y)
    if (nchit) then
      return nchit
    end
  end

  if
	self.tooltip
	or (#self.OnMouseDown > 0)
	or (#self.OnMouseUp > 0)
	or (#self.OnClick > 0)
	or (#self.OnDblClick > 0)
	or (#self.OnMouseMove > 0)
	or (#self.OnMouseWheel > 0)
  then
    return self
  end

  return false
end


function Control:MouseDown(x, y, ...)
  if (self.NCMouseDown) then
    local result = self:NCMouseDown(x, y)
    if (result) then
      return result
    end
  end

  if (not self.disableChildrenHitTest) then
    if self:InClientArea(x,y) then
      local cx,cy = self:LocalToClient(x,y)
      local obj = inherited.MouseDown(self, cx, cy, ...)
      if (obj) then
        return obj
      end
    end
  end

  if (self.NCMouseDownPostChildren) then
    local result = self:NCMouseDownPostChildren(x, y)
    if (result) then
      return result
    end
  end
end


function Control:MouseMove(x, y, dx, dy, ...)
  if self.dragging then
    self:SetPos(self.x + dx, self.y + dy)
    return self

  elseif self.resizing then
    local oldState = self.resizing
    local deltaMousePosX = x - oldState.mouse[1]
    local deltaMousePosY = y - oldState.mouse[2]

    local w = math.max(
      self.minWidth,
      oldState.size[1] + deltaMousePosX
    )
    local h = math.max(
      self.minHeight,
      oldState.size[2] + deltaMousePosY
    )

    if self.fixedRatio == true then
      local ratioyx = self.height/self.width
      local ratioxy = self.width/self.height
      local oldSize = oldState.size
      local oldxy   = oldSize[1]/oldSize[2]
      local oldyx   = oldSize[2]/oldSize[1]
      if (ratioxy-oldxy < ratioyx-oldyx) then
        w = h*oldxy
      else
        h = w*oldyx
      end
    end

    self:SetPos(nil,nil,w,h)
    return self
  end

  local cx,cy = self:LocalToClient(x,y)
  return inherited.MouseMove(self, cx, cy, dx, dy, ...)
end


function Control:MouseUp(x, y, ...)
  self.resizing = nil
  self.dragging = nil
  local cx,cy = self:LocalToClient(x,y)
  return inherited.MouseUp(self, cx, cy, ...)
end


function Control:MouseClick(x, y, ...)
  local cx,cy = self:LocalToClient(x,y)
  return inherited.MouseClick(self, cx, cy, ...)
end


function Control:MouseDblClick(x, y, ...)
  local cx,cy = self:LocalToClient(x,y)
  return inherited.MouseDblClick(self, cx, cy, ...)
end


function Control:MouseWheel(x, y, ...)
  local cx,cy = self:LocalToClient(x,y)
  return inherited.MouseWheel(self, cx, cy, ...)
end


function Control:KeyPress(...)
  return inherited.KeyPress(self, ...)
end


function Control:FocusUpdate(...)
  self:InvalidateSelf()
  return inherited.FocusUpdate(self, ...)
end


function Control:MouseOver(...)
	inherited.MouseOver(self, ...)
	self.state.hovered = true
	self:InvalidateSelf()
end


function Control:MouseOut(...)
	inherited.MouseOut(self, ...)
	self.state.hovered = false
	self:InvalidateSelf()
end

--//=============================================================================
